Emplate, a vampire-like mutant who can take on the abilities of those he feeds upon as well as control their minds. Emplate was the main villain of Generation X, and will come into the Battlerealm to inflict "PESTILENCE"!!!
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
.with Bishop ----------------------------------------------------------------------------- Character Class: Mutant/Mystic
*Passive: Pocket Dimensions .Emplate suffers from a permanent (active) Degeneration debuff that drains 0.2% health each second.
*Passive: .When against mutants, Emplate senses Mutant Aura of target which grants Emplate 1193 attack rating while also reducing the opponent’s Ability Accuracy by 50%. This Ability Accuracy reduction ignores mutants immunities.
*Medium Attack Combo Finisher: .50% chance to cause your opponent to "Rupture" for 1500 direct damage over 15 seconds.
*Heavy Attack: Vampiric Infection .100% chance to inflict Vampiric Infection to opponent, passively Heal Blocking and Slowing them for 7.5 seconds.
✓Developer Note - The Heavy Attack animation has to be of 6 hits for convenience of players during playing.
~Density Control: Another natural power Emplate does have, is ability to control his own density, from being intangible to invulnerable.
*While Heavy Attack Charging - .Become Intangible and opponent has 100% chance to miss, providing the Opponent isn’t able to bypass Miss.
*Dash Back - .Become Invulnerable for 3 seconds, this indestructibility also ignores all DOT debuffs and passives.
*Special Attacks - .100% chance to cause your opponent to "Rupture" for 2000 direct damage over 20 seconds.
#Signature Ability: Energy Siphon .Being a Energy Vampire Emplate has also the ability to Siphon Energy from his target through their Bone Marrow Sap, and utilising it for his requirements.
*Bone Marrow Sap (Max Stack 42): .50% chance to gain 1 Bone Marrow Sap per Critical Hit. .For every 3 hit on Combo Meter gains 1 Bone Marrow Sap.
✓Developer Note - Emplate's normal Combo will be of 6 hits, i.e. he will gain 2 Bone Marrow Sap per 1 Combo Rotation.
*Special Attacks: .Consumes same number of Bone Marrow Sap as number of Hits on that Special Attack.
✓Developer Note - Special Attacks effect will be depend upon, the type of Stance at which Emplate is during Special Attack activation.
~Emplate can Siphon Life, Power and Buff from his opponents depending upon his current Stance.
*Emplate has 3 Stances -
>Attack Energy
.SP 1 - 100% Chance to Drain 35% of the target's current power. .SP 2 - 100% Chance to Steal 50% of the target's current power. .SP 3 - 100% Chance to Power Lock the target for 20 seconds.
>Buff Energy
.SP 1 - 100% Chance to Drain (Nullify) all of the target's current buffs. .SP 2 - 100% Chance to Buff Steal for 10 seconds. .SP 3 - 100% Chance to Buff Lock (Stagger) for 15 seconds.
>Life Energy
.SP 1 - Inflict Life Steal, Stealing 1000 Health from the opponent. .SP 2 - Inflict Life Steal, Stealing 2500 Health from the opponent. .SP 3 - Inflict Life Steal, Stealing 4000 Health from the opponent.
~Emplate will start every fight with Power Siphon stance when he gains enough Bone Marrow Mass. ~To change Stances from one to another dash back and hold block for 1 second.
✓Developer Note - If during activation of a Special Attack a minimum amount of Bone Marrow Sap is not present than the Special Attack will not produce any of the above listed effect.
Forge is a Native American of the Cheyenne Indian tribe. He is a mutant with an innate superhuman talent for inventing mechanical devices and an intuitive genius, — Hold up — let me tell something..! "it is as natural as breathing for me..! "- Continue - He is trained in mysticism by his tribe's shaman, Naze, to become a great sorcerer and to defeat their nemesis The Adversary. Although he is both inventor and sorcerer, he has primarily relied upon technology rather than mysticism to accomplish his tasks and he must continue to do so in the Battlerealm.
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
. Health: 15432 . Attack: 1321 . Max PI: . Without Signature: 3987 . With Signature (99): 4765
Character Class: Mutant
Passive – Synthetic Stretch Fabric:
.Forge's synthetic stretch fabric backed by micro-thin bulletproof Kevlar and thermal insulation makes him resistant to Bleed and Incinerate effects, decreasing their Potency and Duration by 85%
Passive - Scanning Device:
.When against superhuman beings and aliens, Scanning Device activates and grants Forge 50% Critical Hit Chance while also reducing the opponent’s Power Gain by 35%.
Passive – Mechanical Energy:
.Each time Forge performs a well timed block he gains 25 Mechanical Energy for later use. .When the Energy reaches 100, Forge will consume all Mechanical Energy and gains 5 Feedback Charges. .If your opponent has any active damage dealing Debuff place on him, Feedback Charges are converted into 5 different Buffs which last for 15 seconds granting Forge: .Cruelty: +1722 Critical Damage Rate .Fury: +1280 Attack .Power Gain: +25% Power Gain .Precision: +1223.5 Critical Rate .True Strike .If your opponent has not any active damage dealing Debuff place on him, 2 Feedback Charges are consumed to increase the next damage dealing Debuff duration and potency by 200%. .The other 3 Feedback Charges are converted to 3 different Debuffs which last for 15 seconds granting opponent: .Trauma: -65% Ability Accuracy .Coma: -65% Block Proficiency .Heal Block .Once spent Mechanical Energy takes 5 seconds to regain.
Medium Attack:
.50% chance to cause your opponent to Shock for 717.5 Direct Damage over 10 seconds.
Heavy Attack:
.A heavy strike inflicts Armor Break, reducing the opponent’s Armor Rating by 333 for 10 seconds.
Special 1 : Plasma Blaster
.This attack has 100% chance to cause your opponent to Shock for 1000 Direct Damage over 10 seconds.
Special 2 : Incendiary Bomb
.This attack has 100% chance to cause your opponent to Incinerate for 1000 Direct Damage over 10 seconds. .Burns up to 35% of the target's max Power and inflicts Direct Damage proportionate to the amount lost.
Special 3 : Neutralizer Gun
.This attack has 100% chance to cause your opponent to Degenerate for 2000 Direct Damage over 10 seconds.
Signature Ability: Shaman's Heritage - Forge has considerable mystical powers as a result of the training Naze gave him.
Astral Form
.To enter into Astral Form for 10 seconds, Dodge back and hold Block for 2 seconds. While in Astral Form, Forge cannot lose more than 50% of her current health per hit from Special Attacks.
Buff Burn - Passive
.80% chance that Forge automatically counters enemy Status Effects by burning them and inflicting 250 Direct Damage, per Buff burnt.
Bio: Ares is the ancient god of war, fighting both for good and evil, now in the battlerealm he fights for the good for everyone.
Special attacks SP1: Axe Slam Ares slams his axe into the ground, sending the opponent flying from a godly shockwave Sp2: No Regrets Ares unleashes weapons, both ancient and modern, first slashing his opponent with swords and axes before opening fire with 2 M16 assault rifles SP3: Warmonger Ares feels no remorse for his attacker, opening fire with assault rifles, missile launchers and commandeering a tank before rolling a grenade under the tank obliterating his enemy
Awakened Ability: God Of War When Ares gains enough fury buffs, he gains immortality when his health reaches 0, after the immortality buff, he regains 100% of his health plus 3 fury buffs
Bio: during the events of Absolute Carnage, Cletus Kasady was visited by the dark god Knull who made him his herald of destruction by bonding him with the Grendel, a dragon symbiote, now Carnage is here to make sure he makes his master proud.
Special attacks: Sp1: Cleaver Of Death Carnage pins his enemy with chest spikes before hacking them with a massive axe appendage
Sp2: Symbiotic Insanity Carnage howls in hunger, lacerating and rending his enemy with blades, axes, ground spikes and enlarged claws
Sp3: Blood Craving Carnage suppresses his enemy with symbiotic bear traps before spreading his wings and firing an airborne storm of spikes and then Carnage crashes down on his unlucky prey with spiked maces
Awakened Ability: Knull's Empowerment When Carnage reaches 5 Symbiote buffs he can convert them into a Knull Gift buff, either giving Carnage 8 fury buffs, 8 armour ups or regeneration healing 80% of his health
Bio: Obadiah Stane is the jealous business partner of Tony Stark who, obsessed with recreating the Arc Reactor, stole Tony's before creating his huge Iron Man suit, now the Iron Monger is on a quest to beat all Iron Man suits in the Battlerealm.
Special attacks: Sp1: Fight Fire With...More Fire Iron Monger fires a ballistic missile before mowing his foe down with a barrage of minigun fire
Sp2: Eliminate The Competition Iron Monger slams his fist into the ground, dazing his foe before firing 2 missiles and then blasting them with his foot afterburners
Sp3: It's Over Iron Monger let's rip with his minigun, fires all wrist missiles before flying into the air and launching a guided nuclear warhead from his shoulder, ending them
Awakened Ability: The Monger's Wrath Iron Monger gets more enraged every time his opponent dodges or parries him, gaining 3 fury buffs and activating a slow debut on evading enemies
Bio: Harry Osborn, friend of Peter Parker and the 2nd Green Goblin was killed following a Goblin Serum Poisoning, he was then sent to hell where a demon bonded to him, giving him a horrific appearance, now Kindred is out to haunt all the champions in the Battlerealm
Special attacks SP1: Centipede Cut Kindred extends 2 centipedes and snares and slashes his foe until they bleed
SP2: Creepy Crawler Kindred possesses his foe so he can rip them apart with his centipedes and calls upon a bug swarm to poison them
SP3: The Nightmare Begins There is nowhere you can run from Kindred, not even your mind...
Awakened Ability: Centipede Mind Control Kindred can invert the controls of his foe and once on expiry he can either deal 5 stacks of poison or a 10 second stun, depending on what type of hit he used before SP2
Bio: Helmut Zemo was the mastermind behind Civil War, now after he was released from his sentence, he begins to realise that saving lives is better than losing lives, so Zemo is now fighting foes and saved the world from the Flag Smashers
Special attacks Sp1: EKO Takedown Zemo's military training enables him to land stunning hits before firing his gun point-blank at his foe
Sp2: Semi Automatic Assault Zemo fires any gun he can get his hands on, before revealing a hidden knife and stabbing them
Sp3: Superhumans Should Not Be Allowed To Exist Zemo feels contempt for his foe, firing lots of close shots to his opponent, multiple knife slashes and stabs before finishing with multiple Krav Maga strikes
Awakened Ability: The 13th Baron Zemo studies his foe's fighting style before landing brutal hits to his opponent's weak spots, also gaining counterattack charges to land the deadly hits
Bio: Knull is the ancient god of the Symbiotes, a malevolent deity who is obsessed with ending life so he can return to the darkness he once dwelled in, no matter who stands in his way
Special attacks
Sp1: Corrupting Cleave Knull impales his enemy with Symbiote spikes before dealing a massive slash with All black
Sp2: Grendel Fire Knull summons 2 Grendel Symbiote dragons to rain black fire upon Knull's foe before Knull lunges forward, stabbing his foe then does a huge cross slash to finish
Sp3: Darkness Consumes Knull transports his foe to Klyntar, unleashing the full fury of his wrath, entombing his foe in Symbiotic matter before impaling them and slashing them, finishing off with turning them into a Symbiote which then destroys itself
Awakened Ability: King In Black Knull gains more power for every battle he wins, gaining 1/2 bar of power each win, if he fights a hero he gains 1/4 of his health back plus 4 armour up buffs
New champion: Doctor Octopus(Superior) Class: Science
Bio: Otto Octavius is now an agent of HYDRA where he received an updated suit plus a more physically fit body, this Doctor Octopus, using tech similar to Spider Man is a force to be reckoned with
Special attacks
SP1: Ten-Tackle Doctor Octopus uses his wrist grapples to get close before he uses his tentacles as lethal flails, concussing his foe
SP2: Sonic Cannons Doctor Octopus catapults himself towards his opponent, drilling into his foe with tentacles spinning at 20 000 rpm before lifting himself up on his lower tentacles and firing 2 sonic bursts at his foe
SP3: Tentacles of HYDRA Doctor Octopus shows his opponent the punishment you get for messing with him and HYDRA, pummelling his foe with tentacles, deploying kamikaze spider mines, Spidey themed gadgets and beating them up with his tentacles
Awakened Ability: HYDRA Targeting Protocols Doctor Octopus' new suit can analyse his foe and place debuffs on what class champion he's facing, if it's a Spider Verse character, he'll apply a vigilance debuff to defeat them
Bio: Gorr was an alien from an unknown race, brought up in severe poverty, one day he witnesses 2 gods fighting each other, praying each day and night for them to help him and his family live, but he never got anything, once one of the gods was defeated, Gorr realised one of them which was Knull, dropped a Symbiote sword, Gorr went to pick it up then the sword bonded to him, he felt the need, since the gods neglected him, to slaughter every last one of them.
Special attacks
SP1: Debilitating Sword Combo Gorr uses All-black to ruthlessly cut down anyone in his way with a slash, stab and hilt blow
SP2: Godly Gutter Gorr uses All-black's symbiote power to reel in the enemy and gut them like a fish
SP3: The God Butcher Rage overcomes Gorr, and does as his moniker is described as...Butchering gods
Awakened Ability: All-black Affinity Gorr becomes more used to using the Symbiote nature of All-black, using the sword not just for offense but for defense
Signature Ability: Undead Vengeance Once per fight Whenever Punisher would be knocked out he gains an indestructible charge reducing all incoming damage to 0 for 10 seconds, in addition Punisher also gains a burst of regeneration healing x amount of health for 10 seconds (Regeneration potency increases with sig level). Punisher cannot be knocked out by special attacks unless this ability has already been used _________________________________________
Adrenaline Charges: whenever striking the opponent or being struck, Punisher gains a 70% chance to gain 1 Adrenaline charge. Performing a well timed block grants punisher 5 Adrenaline Charges. Max Cap: 20
5 Adrenaline Charges: gain true accuracy ignoring evade, armor, and autoblock while at or above 5 charges
10 Adrenaline Charges: special attacks become Unblockable while at or above 10 charges
15 Adrenaline Charges: instantly stack 5 permanet passive Fury buffs each increasing attack by x% while at or above 15 charges. Punisher Gains an additional passive fury each time he armor breaks the opponet while at or above 15 charges. All Passive Fury buffs are removed whenever Punisher drops below 15 charges.
20 Adrenaline Charges: gain a passive power gain buff while at 20 Charges
Regeneration: whenever the opponet lands a critical hit, Punisher takes 65% less damage and instantly regenerates x amount of health.
Medium attacks: 50% Chance to inflict armor break reducing opponents armor rating by x% for 8 seconds
Unstoppable: Punisher gains a Passive Unstoppable buff while charging his heavy, the Unstoppable Passive runs on a timer for 2 seconds after punisher launches his heavy attack. The Unstoppable buff gains 0.1 additional seconds to its duration for each Adrenaline Charge active (Unstoppable buffs do not stack)
Heavy attack: when landing a heavy attack Punisher gains a 100% chance to inflict Enervate preventing the opponent from gaining power when bieng struck for 4 seconds. If an Enervate debuff is already active pause its timer for 0.8 seconds
Purify: Whenever punisher goes Unstoppable, 100% chance to shrug off all debuffs
Persistence Charges: any leftover Adrenaline Charges are stored in the form of Persistence charges (Max Cap: 20)
Special attacks: if Punisher has 5 or more Adrenaline Charges,Consume 5 Adrenaline charges. If below 5 charges, consume all remaining Charges. For each Charge consumed the attacks gain x amount of Burst damage
Special 1 Animation: Punisher knocks his opponent back before blasting them with a shotgun
100% Chance to Inflict Petrify, reducing opponent power gain rate (including defensive power rate) for 10 Seconds
Shotgun hit gains a 100% chance to inflict critical bleed dealing x amount of damage for 8 seconds
Special 2 Animation: Punisher pulls out a Minigun and sprays his opponent with Gunfire.
each hit gains a 35% chance to inflict a Bleed debuff dealing x amount of damage for 8 seconds(chance increases to 100% while at or above 10 Adrenaline Charges)
If all hits inflict a Bleed debuff, all Bleed debuffs are removed and replaced with critical Bleed lasting 17 seconds
If the opponent had a armor break debuff this attack inflicts armor shatter for 12 seconds
Special 3: Animation: Punisher Pulls out the big guns destroying his opponent then hits them with a flashbang Grenade.
100% Chance to inflict stun for 4.5 seconds
Each gun hit ignores all armor and physical resistance
100% chance to inflict critical bleed dealing x amount of damage for 7 seconds
Flashbang Grenade gains a 100% chance to inflict a Concussion Debuff reducing opponents ability Accuracy by x% for 12 seconds __________________________________________
Bio: Benjamin Pointdexter grew up loving baseball, in school he played for his school baseball team where a classmate accused him of tampering with the ball, in a fit of rage he threw the baseball with such force he killed the boy, years later he became the Kingpin's hitman, where he can use anything as a lethal weapon.
Special attacks
SP1: Deadeye Bullseye throws 3 knives with pinpoint accuracy, dealing severe damage
SP2: Sticks And Stones Will Break Your Bones Bullseye picks up rocks and sticks, throwing them with lethal force
SP3: Deathmarked Bullseye is a madman, well he thinks he's he's in such a good mood, to kill!
Awakened Ability: Targeting A Weak Point Bullseye's lethal accuracy becomes even more lethal, dealing instant bleeds whenever he inflicts 4 stacks of bleed
Bio: Wolverine's WW2 wife, Itso has a son, named Akihiro, but was given the name Daken (Mongrel) due to his aggressive and antisocial behaviour, due to this he became sociopathic and psychotic and having the same powers as his father, he has been the Wolverine of the Dark Avengers, still teetering on the right and wrong sides of justice
Special attacks
SP1: Vicious Clawing Daken rips and tears with his claws, shredding away his enemy
SP2: Mongrel's Kill Daken goes berserk, lacerating and stabbing remorselessly, caring very little for his foe's state
SP3: The Claws Are Out Daken takes on his father's trigger scent and bloodlust, at the scent of blood, this marks the final seconds of his enemy
Awakened Ability: Arterial Lacerations Daken pinpoints his foe's major blood vessels and arteries, dealing heavier bleeds while they are getting weaker
Bio: Owen Reece worked for an atomic power company, one day a particle reactor he was working on exploded, he gained the power to reshape reality at an atomic level, becoming both hero and villain
Special attacks
SP1: Dark Matter Strike Molecule Man launches a wave of dark matter spikes, obliterating his enemy
SP2: Quasar Blast Molecule Man absorbs the very atoms in the air to channel the power of a quasar right at his foe
SP3: Big Bang Molecule Man creates an event horizon before creating a destructive power equal to the universe exploding
Awakened Ability: Universal Manifestation Molecule Man uses the fabric of reality to both heal and enhance himself and his teammates, when his team members reach 0 health he can grant them 50% of their health back
Bio: Abner Jenkins was an Aircraft Maintenance Technician who was a skilled pilot as well as a technician was bored of his low wage job, he created his first Beetle armour to get test his skills as a mercenary, after failing numerous times he became an armoured hero known as MACH-1
Special attacks
SP1: Strafing Strike MACH-1 fires flares to disorient his foe before firing miniature missiles to line them up then he thrust punches his foe to finish
SP2: Sonic Boom MACH-1 fires a sonic boom from his wingsuit thrusters, dropping bombs before swooping in with armour piercing rounds from weapons sourced from an Anti Aircraft gun
SP3: Airborne Assault MACH-1 launches his foe high in the air before firing missiles, lasers, miniguns and ironclad punches before calling in a remotely operated Quinjet to go kamikaze on his foe on the ground
Awakened Ability: Heat Sink MACH-1's weapons deal more damage, converting the empty rounds into fury and armour up buffs
MACH-1's rounds:
Armour piercing: light, medium, medium Rapid fire: medium, light, light, medium EMP: medium, light, medium Napalm: light, medium, light, medium
Comments
1. Quicksilver
2. Speed
3. Whizzer
• Peggy Carter (MCU „What if…?“)
• Agatha Harkness (MCU „WandaVision“)
• Polaris
• The new Captain America Sam Wilson (MCU „The Falcon and the Winter Soldier“)
• Thanos (MCU „Avengers: Infinity War“)
Bengal (Skill)
Black Knight (Nathan Garrett) (Tech)
Cloud 9 (Cosmic)
Jennifer Kale (Mystic)
Colleen Wing (Skill)
Lorelei (Mystic)
Spider-UK (Science)
Patriot (Elijah Bradley) (Science)
Bora (Mystic)
Captain Spider (Science)
Ultimate Spider-Woman (Science)
Cyborg Spider-Man (Tech)
Morlun (Mystic)
Spider-Girl (Betty Brant) (Science)
Daemos (Mystic)
Spider-Jameson (Science)
Emplate enters The Contest MM/DDth at TT AM
PDT!
About Emplate:
Emplate, a vampire-like mutant who can take on the abilities of those he feeds upon as well as control their minds. Emplate was the main villain of Generation X, and will come into the Battlerealm to inflict "PESTILENCE"!!!
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
.Health: 15660
.Attack: 1227
.Max PI
.Without Signature: 3727
.With Signature (99): 4737
-----------------------------------------------------------------------------
Tags
#Control: Counter #Villian #X-Men
#Hellions #Size: S #Year: 2021
-----------------------------------------------------------------------------
*Synergy Bonuses:
Age of Apocalypse:
.with Mister Sinister
Hellions:
.with Magik and Emma Frost
Enemy:
.with Jubilee and Iceman
Near Future !:
.with Bishop
-----------------------------------------------------------------------------
Character Class: Mutant/Mystic
*Passive: Pocket Dimensions
.Emplate suffers from a permanent (active) Degeneration debuff that drains 0.2% health each second.
*Passive:
.When against mutants, Emplate senses Mutant Aura of target which grants Emplate 1193 attack rating while also reducing the opponent’s Ability Accuracy by 50%. This Ability Accuracy reduction ignores mutants immunities.
*Medium Attack Combo Finisher:
.50% chance to cause your opponent to "Rupture" for 1500 direct damage over 15 seconds.
*Heavy Attack: Vampiric Infection
.100% chance to inflict Vampiric Infection to opponent, passively Heal Blocking and Slowing them for 7.5 seconds.
✓Developer Note - The Heavy Attack animation has to be of 6 hits for convenience of players during playing.
~Density Control: Another natural power Emplate does have, is ability to control his own density, from being intangible to invulnerable.
*While Heavy Attack Charging -
.Become Intangible and opponent has 100% chance to miss, providing the Opponent isn’t able to bypass Miss.
*Dash Back -
.Become Invulnerable for 3 seconds, this indestructibility also ignores all DOT debuffs and passives.
*Special Attacks -
.100% chance to cause your opponent to "Rupture" for 2000 direct damage over 20 seconds.
#Signature Ability: Energy Siphon
.Being a Energy Vampire Emplate has also the ability to Siphon Energy from his target through their Bone Marrow Sap, and utilising it for his requirements.
*Bone Marrow Sap (Max Stack 42):
.50% chance to gain 1 Bone Marrow Sap per Critical Hit.
.For every 3 hit on Combo Meter gains 1 Bone Marrow Sap.
✓Developer Note - Emplate's normal Combo will be of 6 hits, i.e. he will gain 2 Bone Marrow Sap per 1 Combo Rotation.
*Special Attacks:
.Consumes same number of Bone Marrow Sap as number of Hits on that Special Attack.
✓Developer Note - Special Attacks effect will be depend upon, the type of Stance at which Emplate is during Special Attack activation.
~Emplate can Siphon Life, Power and Buff from his opponents depending upon his current Stance.
*Emplate has 3 Stances -
>Attack Energy
.SP 1 - 100% Chance to Drain 35% of the target's current power.
.SP 2 - 100% Chance to Steal 50% of the target's current power.
.SP 3 - 100% Chance to Power Lock the target for 20 seconds.
>Buff Energy
.SP 1 - 100% Chance to Drain (Nullify) all of the target's current buffs.
.SP 2 - 100% Chance to Buff Steal for 10 seconds.
.SP 3 - 100% Chance to Buff Lock (Stagger) for 15 seconds.
>Life Energy
.SP 1 - Inflict Life Steal, Stealing 1000 Health from the opponent.
.SP 2 - Inflict Life Steal, Stealing 2500 Health from the opponent.
.SP 3 - Inflict Life Steal, Stealing 4000 Health from the opponent.
~Emplate will start every fight with Power Siphon stance when he gains enough Bone Marrow Mass.
~To change Stances from one to another dash back and hold block for 1 second.
✓Developer Note - If during activation of a Special Attack a minimum amount of Bone Marrow Sap is not present than the Special Attack will not produce any of the above listed effect.
Web-Slinger (Skill)
Karn/Master Weaver (Mystic)
About Forge:
Forge is a Native American of the Cheyenne Indian tribe. He is a mutant with an innate superhuman talent for inventing mechanical devices and an intuitive genius, — Hold up — let me tell something..! "it is as natural as breathing for me..! "- Continue - He is trained in mysticism by his tribe's shaman, Naze, to become a great sorcerer and to defeat their nemesis The Adversary. Although he is both inventor and sorcerer, he has primarily relied upon technology rather than mysticism to accomplish his tasks and he must continue to do so in the Battlerealm.
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
. Health: 15432
. Attack: 1321
. Max PI:
. Without Signature: 3987
. With Signature (99): 4765
Character Class: Mutant
Passive – Synthetic Stretch Fabric:
.Forge's synthetic stretch fabric backed by micro-thin bulletproof Kevlar and thermal insulation makes him resistant to Bleed and Incinerate effects, decreasing their Potency and Duration by 85%
Passive - Scanning Device:
.When against superhuman beings and aliens, Scanning Device activates and grants Forge 50% Critical Hit Chance while also reducing the opponent’s Power Gain by 35%.
Passive – Mechanical Energy:
.Each time Forge performs a well timed block he gains 25 Mechanical Energy for later use.
.When the Energy reaches 100, Forge will consume all Mechanical Energy and gains 5 Feedback Charges.
.If your opponent has any active damage dealing Debuff place on him, Feedback Charges are converted into 5 different Buffs which last for 15 seconds granting Forge:
.Cruelty: +1722 Critical Damage Rate
.Fury: +1280 Attack
.Power Gain: +25% Power Gain
.Precision: +1223.5 Critical Rate
.True Strike
.If your opponent has not any active damage dealing Debuff place on him, 2 Feedback Charges are consumed to increase the next damage dealing Debuff duration and potency by 200%.
.The other 3 Feedback Charges are converted to 3 different Debuffs which last for 15 seconds granting opponent:
.Trauma: -65% Ability Accuracy
.Coma: -65% Block Proficiency
.Heal Block
.Once spent Mechanical Energy takes 5 seconds to regain.
Medium Attack:
.50% chance to cause your opponent to Shock for 717.5 Direct Damage over 10 seconds.
Heavy Attack:
.A heavy strike inflicts Armor Break, reducing the opponent’s Armor Rating by 333 for 10 seconds.
Special 1 : Plasma Blaster
.This attack has 100% chance to cause your opponent to Shock for 1000 Direct Damage over 10 seconds.
Special 2 : Incendiary Bomb
.This attack has 100% chance to cause your opponent to Incinerate for 1000 Direct Damage over 10 seconds.
.Burns up to 35% of the target's max Power and inflicts Direct Damage proportionate to the amount lost.
Special 3 : Neutralizer Gun
.This attack has 100% chance to cause your opponent to Degenerate for 2000 Direct Damage over 10 seconds.
Signature Ability: Shaman's Heritage - Forge has considerable mystical powers as a result of the training Naze gave him.
Astral Form
.To enter into Astral Form for 10 seconds, Dodge back and hold Block for 2 seconds. While in Astral Form, Forge cannot lose more than 50% of her current health per hit from Special Attacks.
Buff Burn - Passive
.80% chance that Forge automatically counters enemy Status Effects by burning them and inflicting 250 Direct Damage, per Buff burnt.
Spider-Man 2211 (Tech)
The Other (Mystic)
Jennix (Mystic)
Solus (Mystic)
Spiders-Man (Science)
Spider-Man (Bullet Points) (Science)
Tags: hero, avenger, combat
Bio: Ares is the ancient god of war, fighting both for good and evil, now in the battlerealm he fights for the good for everyone.
Special attacks
SP1: Axe Slam
Ares slams his axe into the ground, sending the opponent flying from a godly shockwave
Sp2: No Regrets
Ares unleashes weapons, both ancient and modern, first slashing his opponent with swords and axes before opening fire with 2 M16 assault rifles
SP3: Warmonger
Ares feels no remorse for his attacker, opening fire with assault rifles, missile launchers and commandeering a tank before rolling a grenade under the tank obliterating his enemy
Awakened Ability: God Of War
When Ares gains enough fury buffs, he gains immortality when his health reaches 0, after the immortality buff, he regains 100% of his health plus 3 fury buffs
Spider-Ma'am (Science)
Brix (Mystic)
New champion: Carnage (Dark) class: cosmic
Bio: during the events of Absolute Carnage, Cletus Kasady was visited by the dark god Knull who made him his herald of destruction by bonding him with the Grendel, a dragon symbiote, now Carnage is here to make sure he makes his master proud.
Special attacks:
Sp1: Cleaver Of Death
Carnage pins his enemy with chest spikes before hacking them with a massive axe appendage
Sp2: Symbiotic Insanity
Carnage howls in hunger, lacerating and rending his enemy with blades, axes, ground spikes and enlarged claws
Sp3: Blood Craving
Carnage suppresses his enemy with symbiotic bear traps before spreading his wings and firing an airborne storm of spikes and then Carnage crashes down on his unlucky prey with spiked maces
Awakened Ability: Knull's Empowerment
When Carnage reaches 5 Symbiote buffs he can convert them into a Knull Gift buff, either giving Carnage 8 fury buffs, 8 armour ups or regeneration healing 80% of his health
New champion: Iron Monger Class: Tech
Bio: Obadiah Stane is the jealous business partner of Tony Stark who, obsessed with recreating the Arc Reactor, stole Tony's before creating his huge Iron Man suit, now the Iron Monger is on a quest to beat all Iron Man suits in the Battlerealm.
Special attacks:
Sp1: Fight Fire With...More Fire
Iron Monger fires a ballistic missile before mowing his foe down with a barrage of minigun fire
Sp2: Eliminate The Competition
Iron Monger slams his fist into the ground, dazing his foe before firing 2 missiles and then blasting them with his foot afterburners
Sp3: It's Over
Iron Monger let's rip with his minigun, fires all wrist missiles before flying into the air and launching a guided nuclear warhead from his shoulder, ending them
Awakened Ability: The Monger's Wrath
Iron Monger gets more enraged every time his opponent dodges or parries him, gaining 3 fury buffs and activating a slow debut on evading enemies
New champion: Kindred Class: Mystic
Bio: Harry Osborn, friend of Peter Parker and the 2nd Green Goblin was killed following a Goblin Serum Poisoning, he was then sent to hell where a demon bonded to him, giving him a horrific appearance, now Kindred is out to haunt all the champions in the Battlerealm
Special attacks
SP1: Centipede Cut
Kindred extends 2 centipedes and snares and slashes his foe until they bleed
SP2: Creepy Crawler
Kindred possesses his foe so he can rip them apart with his centipedes and calls upon a bug swarm to poison them
SP3: The Nightmare Begins
There is nowhere you can run from Kindred, not even your mind...
Awakened Ability: Centipede Mind Control
Kindred can invert the controls of his foe and once on expiry he can either deal 5 stacks of poison or a 10 second stun, depending on what type of hit he used before SP2
New champion: Baron Zemo
Class: Skill
Bio: Helmut Zemo was the mastermind behind Civil War, now after he was released from his sentence, he begins to realise that saving lives is better than losing lives, so Zemo is now fighting foes and saved the world from the Flag Smashers
Special attacks
Sp1: EKO Takedown
Zemo's military training enables him to land stunning hits before firing his gun point-blank at his foe
Sp2: Semi Automatic Assault
Zemo fires any gun he can get his hands on, before revealing a hidden knife and stabbing them
Sp3: Superhumans Should Not Be Allowed To Exist
Zemo feels contempt for his foe, firing lots of close shots to his opponent, multiple knife slashes and stabs before finishing with multiple Krav Maga strikes
Awakened Ability: The 13th Baron
Zemo studies his foe's fighting style before landing brutal hits to his opponent's weak spots, also gaining counterattack charges to land the deadly hits
New champion: Knull
Class: Cosmic
Bio: Knull is the ancient god of the Symbiotes, a malevolent deity who is obsessed with ending life so he can return to the darkness he once dwelled in, no matter who stands in his way
Special attacks
Sp1: Corrupting Cleave
Knull impales his enemy with Symbiote spikes before dealing a massive slash with All black
Sp2: Grendel Fire
Knull summons 2 Grendel Symbiote dragons to rain black fire upon Knull's foe before Knull lunges forward, stabbing his foe then does a huge cross slash to finish
Sp3: Darkness Consumes
Knull transports his foe to Klyntar, unleashing the full fury of his wrath, entombing his foe in Symbiotic matter before impaling them and slashing them, finishing off with turning them into a Symbiote which then destroys itself
Awakened Ability: King In Black
Knull gains more power for every battle he wins, gaining 1/2 bar of power each win, if he fights a hero he gains 1/4 of his health back plus 4 armour up buffs
New champion: Doctor Octopus(Superior)
Class: Science
Bio: Otto Octavius is now an agent of HYDRA where he received an updated suit plus a more physically fit body, this Doctor Octopus, using tech similar to Spider Man is a force to be reckoned with
Special attacks
SP1: Ten-Tackle
Doctor Octopus uses his wrist grapples to get close before he uses his tentacles as lethal flails, concussing his foe
SP2: Sonic Cannons
Doctor Octopus catapults himself towards his opponent, drilling into his foe with tentacles spinning at 20 000 rpm before lifting himself up on his lower tentacles and firing 2 sonic bursts at his foe
SP3: Tentacles of HYDRA
Doctor Octopus shows his opponent the punishment you get for messing with him and HYDRA, pummelling his foe with tentacles, deploying kamikaze spider mines, Spidey themed gadgets and beating them up with his tentacles
Awakened Ability: HYDRA Targeting Protocols
Doctor Octopus' new suit can analyse his foe and place debuffs on what class champion he's facing, if it's a Spider Verse character, he'll apply a vigilance debuff to defeat them
Knull
Black Knight (Dane Whitman)
Baron Zemo (MCU: The Falcon and the Winter Soldier)
Sam Wilson Captain America (MCU: The Falcon and the Winter Soldier)
White Vision (MCU: WandaVision)
War Machine (MCU: Avengers Endgame)
Gorr The God Butcher
Class: Cosmic
Bio: Gorr was an alien from an unknown race, brought up in severe poverty, one day he witnesses 2 gods fighting each other, praying each day and night for them to help him and his family live, but he never got anything, once one of the gods was defeated, Gorr realised one of them which was Knull, dropped a Symbiote sword, Gorr went to pick it up then the sword bonded to him, he felt the need, since the gods neglected him, to slaughter every last one of them.
Special attacks
SP1: Debilitating Sword Combo
Gorr uses All-black to ruthlessly cut down anyone in his way with a slash, stab and hilt blow
SP2: Godly Gutter
Gorr uses All-black's symbiote power to reel in the enemy and gut them like a fish
SP3: The God Butcher
Rage overcomes Gorr, and does as his moniker is described as...Butchering gods
Awakened Ability: All-black Affinity
Gorr becomes more used to using the Symbiote nature of All-black, using the sword not just for offense but for defense
Solo (Tech)
Foolkiller (Tech)
Montana (Skill)
Porcupine (Tech)
Batroc (Skill)
Synapse (Cosmic)
Cosmo the Spacedog (Cosmic)
Texas Twister (Science)
Punisher (Frankencastle) Updated
Class: Science
Signature Ability: Undead Vengeance
Once per fight Whenever Punisher would be knocked out he gains an indestructible charge reducing all incoming damage to 0 for 10 seconds, in addition Punisher also gains a burst of regeneration healing x amount of health for 10 seconds (Regeneration potency increases with sig level). Punisher cannot be knocked out by special attacks unless this ability has already been used
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Adrenaline Charges: whenever striking the opponent or being struck, Punisher gains a 70% chance to gain 1 Adrenaline charge. Performing a well timed block grants punisher 5 Adrenaline Charges. Max Cap: 20
5 Adrenaline Charges: gain true accuracy ignoring evade, armor, and autoblock while at or above 5 charges
10 Adrenaline Charges: special attacks become Unblockable while at or above 10 charges
15 Adrenaline Charges: instantly stack 5 permanet passive Fury buffs each increasing attack by x% while at or above 15 charges. Punisher Gains an additional passive fury each time he armor breaks the opponet while at or above 15 charges. All Passive Fury buffs are removed whenever Punisher drops below 15 charges.
20 Adrenaline Charges: gain a passive power gain buff while at 20 Charges
Regeneration: whenever the opponet lands a critical hit, Punisher takes 65% less damage and instantly regenerates x amount of health.
Medium attacks: 50% Chance to inflict armor break reducing opponents armor rating by x% for 8 seconds
Unstoppable: Punisher gains a Passive Unstoppable buff while charging his heavy, the Unstoppable Passive runs on a timer for 2 seconds after punisher launches his heavy attack. The Unstoppable buff gains 0.1 additional seconds to its duration for each Adrenaline Charge active (Unstoppable buffs do not stack)
Heavy attack: when landing a heavy attack Punisher gains a 100% chance to inflict Enervate preventing the opponent from gaining power when bieng struck for 4 seconds. If an Enervate debuff is already active pause its timer for 0.8 seconds
Purify: Whenever punisher goes Unstoppable, 100% chance to shrug off all debuffs
Persistence Charges: any leftover Adrenaline Charges are stored in the form of Persistence charges (Max Cap: 20)
Special attacks: if Punisher has 5 or more Adrenaline Charges,Consume 5 Adrenaline charges. If below 5 charges, consume all remaining Charges. For each Charge consumed the attacks gain x amount of Burst damage
Special 1
Animation: Punisher knocks his opponent back before blasting them with a shotgun
100% Chance to Inflict Petrify, reducing opponent power gain rate (including defensive power rate) for 10 Seconds
Shotgun hit gains a 100% chance to inflict critical bleed dealing x amount of damage for 8 seconds
Special 2
Animation: Punisher pulls out a Minigun and sprays his opponent with Gunfire.
each hit gains a 35% chance to inflict a Bleed debuff dealing x amount of damage for 8 seconds(chance increases to 100% while at or above 10 Adrenaline Charges)
If all hits inflict a Bleed debuff, all Bleed debuffs are removed and replaced with critical Bleed lasting 17 seconds
If the opponent had a armor break debuff this attack inflicts armor shatter for 12 seconds
Special 3:
Animation: Punisher Pulls out the big guns destroying his opponent then hits them with a flashbang Grenade.
100% Chance to inflict stun for 4.5 seconds
Each gun hit ignores all armor and physical resistance
100% chance to inflict critical bleed dealing x amount of damage for 7 seconds
Flashbang Grenade gains a 100% chance to inflict a Concussion Debuff reducing opponents ability Accuracy by x% for 12 seconds
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Unique synergies
Punishment (Punisher/Punisher(2099)/Punisher(Frankencastle)
Punisher : gain 5 permanent passive Physical resist buffs reducing incoming physical damage by x%
Punisher (Frankencastle): Enervate debuffs gain an additional 4 seconds to thier duration
Punisher 2099: start the fight at Full battery charge
Legion of Monsters (Punisher(Frankencastle)/Man Thing/ Sasquatch)
Man Thing: Fury/Regeneration gain +100% Potency
Punisher(Frankencastle): gain 10 Adrenaline charges when intercepting the opponent
Sasquatch: Rage Max Cap increases to 20 stacks
The Undead: Punisher (Frankencastle)/ Hulk( Immortal)/ Abomination (Immortal)
Punisher (Frankencastle): Medium attacks gain a 100% chance to inflict Armor Break
Hulk (immortal): Immortality Duration increases to 12 Seconds
Abomination (Immortal): Acid Burn Duration increases to 10 Seconds
M.O.D.O.K. Superior (Science)
Lady Bullseye (Skill)
I have already written an idea of their possible abilities, if I see an opinion from an admin, I will upload it
New champion: Bullseye
Class: Skill
Bio: Benjamin Pointdexter grew up loving baseball, in school he played for his school baseball team where a classmate accused him of tampering with the ball, in a fit of rage he threw the baseball with such force he killed the boy, years later he became the Kingpin's hitman, where he can use anything as a lethal weapon.
Special attacks
SP1: Deadeye
Bullseye throws 3 knives with pinpoint accuracy, dealing severe damage
SP2: Sticks And Stones Will Break Your Bones
Bullseye picks up rocks and sticks, throwing them with lethal force
SP3: Deathmarked
Bullseye is a madman, well he thinks he's he's in such a good mood, to kill!
Awakened Ability: Targeting A Weak Point
Bullseye's lethal accuracy becomes even more lethal, dealing instant bleeds whenever he inflicts 4 stacks of bleed
New champion: Daken
Class: Mutant
Bio: Wolverine's WW2 wife, Itso has a son, named Akihiro, but was given the name Daken (Mongrel) due to his aggressive and antisocial behaviour, due to this he became sociopathic and psychotic and having the same powers as his father, he has been the Wolverine of the Dark Avengers, still teetering on the right and wrong sides of justice
Special attacks
SP1: Vicious Clawing
Daken rips and tears with his claws, shredding away his enemy
SP2: Mongrel's Kill
Daken goes berserk, lacerating and stabbing remorselessly, caring very little for his foe's state
SP3: The Claws Are Out
Daken takes on his father's trigger scent and bloodlust, at the scent of blood, this marks the final seconds of his enemy
Awakened Ability: Arterial Lacerations
Daken pinpoints his foe's major blood vessels and arteries, dealing heavier bleeds while they are getting weaker
New champion: Molecule Man
Class: Science
Bio: Owen Reece worked for an atomic power company, one day a particle reactor he was working on exploded, he gained the power to reshape reality at an atomic level, becoming both hero and villain
Special attacks
SP1: Dark Matter Strike
Molecule Man launches a wave of dark matter spikes, obliterating his enemy
SP2: Quasar Blast
Molecule Man absorbs the very atoms in the air to channel the power of a quasar right at his foe
SP3: Big Bang
Molecule Man creates an event horizon before creating a destructive power equal to the universe exploding
Awakened Ability: Universal Manifestation
Molecule Man uses the fabric of reality to both heal and enhance himself and his teammates, when his team members reach 0 health he can grant them 50% of their health back
New champion: MACH-1
Class: Tech
Bio: Abner Jenkins was an Aircraft Maintenance Technician who was a skilled pilot as well as a technician was bored of his low wage job, he created his first Beetle armour to get test his skills as a mercenary, after failing numerous times he became an armoured hero known as MACH-1
Special attacks
SP1: Strafing Strike
MACH-1 fires flares to disorient his foe before firing miniature missiles to line them up then he thrust punches his foe to finish
SP2: Sonic Boom
MACH-1 fires a sonic boom from his wingsuit thrusters, dropping bombs before swooping in with armour piercing rounds from weapons sourced from an Anti Aircraft gun
SP3: Airborne Assault
MACH-1 launches his foe high in the air before firing missiles, lasers, miniguns and ironclad punches before calling in a remotely operated Quinjet to go kamikaze on his foe on the ground
Awakened Ability: Heat Sink
MACH-1's weapons deal more damage, converting the empty rounds into fury and armour up buffs
MACH-1's rounds:
Armour piercing: light, medium, medium
Rapid fire: medium, light, light, medium
EMP: medium, light, medium
Napalm: light, medium, light, medium
Daken (Mutant)
Fancy Dan (Skill)
Terror (Mystic)
The Ox (Science)